Presentation
Computer game utilization has been a subject of contention for a long time, for certain people scrutinizing the impacts it might have on the social way of behaving of kids and youths (Lischer et al., 2022). Regardless of the conviction that playing computer games might improve interactive abilities and mental capability, different investigations have shown the way that the substance of these games can essentially impact the way of behaving of the player. As indicated by Greitemeyer (2022), playing computer games with fierce storylines connects with expanded forcefulness and diminished prosocial direction. The connection between social behavior and playing video games may be influenced by age, gender, and preexisting levels of aggression. The association between computer games and social way of behaving is diverse and should be completely perceived. A few studies have also suggested that a person’s social circle may be affected by how they play video games (Greitemeyer, 2022). However, the extent of this effect remains to be determined.
A significant collection of exploration demonstrates that computer games’ expected effects on friendly ways of behaving are essentially impacted by their substance (Burkhardt and Lenhard, 2021). As per the review, computer game savagery is reliably connected to expanded hostility and diminished prosocial direct. Playing violent video games is linked to aggressive behavior, according to a meta-analysis of 381 studies with over 130,000 participants (Greitemeyer, 2022). In light of these findings, it is essential for legislators, parents, and educators to carefully examine the nature of the video games that children and adolescents play and take steps to limit their exposure to violent games.
PSYC FPX 3002 Assessment 3 Argument Paper
Arguments
The social learning theory asserts that people acquire knowledge through experience and imitation. The consequences of these practices might influence what students figure out from now on. Frequently rewarded and encouraged, players emulate the game’s hostility (Greitemeyer, 2022). This can prompt an expansion in forceful conduct, in actuality. As per research, there exists a connection between playing brutal computer games and diminished sympathy and prosocial conduct. Prosocial conduct incorporates moves initiated to help other people, while sympathy alludes to the capacity to comprehend and share the feelings of others. Playing violent video games may reduce one’s desire to assist others. because they might lose their ability to feel other people’s pain (Greitemeyer, 2022).
More than adequate proof proposes that playing computer games with fierce storylines can adversely affect the social way of behaving, including expanding ill will and diminishing prosocial conduct (Shao and Wang, 2019). The overall pattern of results suggests that violent video games can have a negative impact on social behavior, despite the fact that the impact of these games may vary from person to person. Some examination even proposes that the impact of fierce computer game utilization might reach out past the singular player to their informal community (Greitemeyer, 2019).
PSYC FPX 3002 Assessment 3 Argument Paper
Subsequently, it is significant for guardians, instructors, and policymakers to be aware of the substance of computer games that kids and young people are presented to and to think about restricting admittance to rough games to advance positive social ways of behaving and prosperity.
Contra argument
It has been argued that violent video games encourage hostility and discourage prosocial behavior. However, a meta-analysis of 381 effect sizes involving over 130,000 participants found a link between playing violent video games and acting aggressively (Greitemeyer, 2022). This is in contrast to the Catharsis Theory, which asserts that these games can assist in relieving aggressive urges and, ultimately, reduce violence. This discredits the Therapy Hypothesis (Greitemeyer, 2022).
Another counterargument is that people are able to distinguish between the real world and the virtual world and that playing violent video games does not make people more aggressive in real life. At the same time, some individuals may be able to distinguish between the two. Video games are associated with decreased aggression and prosocial behavior across various races, according to these. This recommends that the capacity to recognize reality and the virtual world may not be widespread (Greitemeyer, 2022).
PSYC FPX 3002 Assessment 3 Argument Paper
In conclusion, the findings of the study indicate that playing violent-plot video games is associated with decreased prosocial behavior and increased hostility. This association has been demonstrated through a variety of research methods, including longitudinal, experimental, and correlational studies. The general data pattern consistently demonstrates a negative association between violent video game play and social conduct, despite the fact that the influence of these games may vary from person to person. To safeguard their well-being and that of those in their social network, it is essential for parents, educators, and legislators to evaluate the content of video games to which children and adolescents are exposed and to restrict their access to violent games. Research has not upheld counterarguments, for example, the therapy hypothesis, which asserts that brutal computer games can effectively deliver forceful longings and decrease savagery.
References
Burkhardt, J., & Lenhard, W. (2021). A meta-analysis on the longitudinal, age-dependent effects of violent video games on aggression. Media Psychology, 25(3), 1–14. https://doi.org/10.1080/15213269.2021.1980729
Greitemeyer, T. (2019). The contagious impact of playing violent video games on aggression: Longitudinal evidence. Aggressive Behavior, 45(6), 635–642. https://doi.org/10.1002/ab.21857
Greitemeyer, T. (2022). The dark and bright side of video game consumption: Effects of violent and prosocial video games. Current Opinion in Psychology, 46. https://doi.org/10.1016/j.copsyc.2022.101326
Lischer, S., Jeannot, E., Brülisauer, L., Weber, N., Khazaal, Y., Bendahan, S., & Simon, O. (2022). Response to the regulation of video games under the Youth Media Protection Act: A public health perspective. International Journal of Environmental Research and Public Health, 19(15). https://doi.org/10.3390/ijerph19159320
Shao, R., & Wang, Y. (2019). The relation of violent video games to adolescent aggression: An examination of moderated mediation effect. Frontiers in Psychology, 10. https://doi.org/10.3389/fpsyg.2019.00384